Wings Over the Pyre

Sep. 16th, 2006

01:11 am - Memetic Scribbling: Decay

Source: chaosrunnerMax

Source interest: entropy


Name Marian Vostol
Background

Born to a Russian immigrant family in Miami circa 1954, Marian was raised to believe in hard work, hard play, and vodka as a way of life. Unfortunately, education was expensive, especially for newcomers without a viable supportive cultural enclave in the region, so Marian had little choice but to pursue menial labour.

In the course of seamstresing, she worked her way into a position with the federal government, making and repairing uniforms for a local military research lab. The inevitability of exposure to radioactive materials was never mentioned, so the levels built in Marian's blood until the decay reached a critical threshold.

Bathed in nuclear fire, within and without, Marian was taken into custody, screaming, by Project Umbral. In time, they managed to find means to control the unbelievable decay rate of Marian's radioactive body. Her mind, however, was inevitably tainted by the experience, making her fatalistic in the extreme.

Motivation Serve the nation.
Qualities Good Seamstress [+2], Expert Physics [+4], Good Flight [+2], Good Soldier [+2], Poor Fatalistic [-2]
Origin Built up levels of decaying radioactives in blood, trained by US military as troubleshooter.
Powers Master Meta-Power Radiation Form [+6] (Body of Radiation, Bolt of Radiation, Flight, Immortality, Phasing (Limitation: Not through lead), Regeneration. Super-Armour)
Hero Point Pool 5/10
Codename Decay
Uniform Since her body is permanently energized, Decay doesn't wear a uniform, per se. Typically, she appears as a woman of indeterminate age (18 - 25) with short, electric white hair, glowing green skin, with the area that would typically be covered by a one-piece body-suit a deep black which actually radiates ultraviolet (causing things around her to fluoresce). When she wants to go for a more subtle look, she shifts her entire form to radiate in UV, IR, or other, higher wavelengths, which can have disturbing long-term effects.
Miscellany Plot hook: People who've worked with Decay begin exhibiting signs of cancer; is it Decay's fault or is there a bigger plot?

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Aug. 9th, 2005

11:49 pm - Truth & Justice: Dreadlord

I've just finished reading chaduchadu's Truth & Justice RPG, the latest thing from Atomic Sock Monkey Press (a company so well-named that you probably ought to buy their products on that virtue alone). Like so many designs these days, its a superheroes RPG, eschewing the painful crunch of mechanics like Hero and even BESM 2nd Ed for the smooth free-flowing nature of the PDQ System as used in Dead Inside and Monkey, Ninja, Pirate, Robot: the Roleplaying Game.

I don't want to go on at vast length about this; there are scads of reviews out there if you want to read them, and they're all pretty unrelentingly good. As should this be read to be, actually. T&J captures the important bits of the superhero experience in directly simple ways, using Fudge / Over the Edge-like traits/descriptors as the core of the system and with a significant amount of work invested into Spin-Off Stunts (things supers can do with their powers which are implicit) and Signature Stunts (things supers can do which are markedly descriptive of themselves and suitably powerful). By focusing the mechanics on the staged-level trait-like core, for both damage and targets for rolls, simplicity is captured without having to resort to the crazed level of detail we're used to seeing in superhero games.

The core of the PDQ System is effectively like the core of Fudge: A ladder of increasing trait values, Poor [-2], Average [0], Good [+2], Expert [+4], and Master [+6]. The core randomizer is 2d6, for that bell-curve feeling, and generally traits act as direct modifiers to the roll. When you need a solid target number (and even things which don't exist as explicit rolls do on occasion, like determining areas of effect, etc) simply use 7 as a base and adjust by the modifier.

Interestingly, my brain effectively filled in the Fudge conversion as I was reading along. Replace Fudge Mediocre with Poor and drop anything lower. For combat rolls, roll 5dF and add a step between each rung, ie. Poor, Poor+, Fair, Fair+, Good, Good+, Great, Great+, Superb. The difference in results gives you the number of Damage or Failure Ranks. The rest runs entirely without significant modification.

I note this only because I've become so used to the Fudge nomenclature. The leverage into 5dF is an interesting shift, but its effectively the same as 2d6, with a range of 10 steps.

Chargen is a breeze, and probably should set the bar for such things in the future. With so much being allowed in the penumbra of a given Power, there's far less focus on trying to wrangle the system into getting just the right thing and more relaxation of allowing the Spin-Off Stunt system to just work. Bought Master [+6]Ice Blast and want to use it to freeze the bad guys' hands together in ice manacles? Spin-Off Stunt it at Good [+2] (ie. two ranks less than the source power) and you get it, and you even get the instant knowledge of what he'll have to roll to get loose (9 or better). Chargen even covers the likes of Batman and other super-normals with the ability to convert ranks of Powers into Qualities (skills, in other systems) at a good rate. Batman can pretty handily have Master [+6] Detective and Gadgeteering without breaking a sweat.

Combining chargen with the way the system handles two kinds of "damage" really balances the scales for the super-normals. Pretty much any trait can be used for inflicting "damage," and both social and mental Failure Ranks are as impairing as actual physical Damage Ranks. Both have to be allocated away from the Qualities and Powers of the defending character, and if any trait drops below Poor, the character is "out of the action." Explicitly targeting a character's vulnerabilities and weak spots gives more ranks of damage, taking them down that much faster. (Interestingly, in a nod to Nobilis, attacking a PC's Vulnerability can give the character Hero Points.)

T&J includes several different super settings at the back of the book and short story arcs for all of them. Surprisingly, they're all pretty solid, though my favourite is the near-future SuperCorps and my least, by a long margin, is Fanfare for the Amplified Man.

As ever with a new RPG, I have to engage in edge-pushing chargen, and this time, its a character concept I really haven't been able to do in any other system except Nobilis before now. Observe the terrible and terrifying ... Dreadlord!

Dreadlord )

The key difference in this character is that he uses a medium other than his own body to pursue his ends; in this instance, the ability to control and mold dead things to his will. How many other systems let you have a veritable army of unpowered minions at your command?

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